The 64-Square Grid Design of ‘Through the Looking Glass’ | Arts & Culture | Smithsonian The 64-Square Grid Design of ‘Through the Looking Glass’ The sequel to Alice's Adventure's in Wonderland was designed to be a playable, albeit whimsical chess problem Architects Give the Classic Chess Set a Radical Makeover “For some minutes Alice stood without speaking, looking out in all directions over the country – and a most curious country it was. There were a number of tiny little brooks running straight across it from side to side, and the ground between was divided up into squares by a number of little green hedges, that reached from brook to brook. ‘I declare it’s marked out just like a large chessboard!’ Alice said at last.” (original drawing by John Tenniel) Painters, sculptors and musicians have long since found inspiration in the complex movement of thirty-two pieces across a chessboard. We previously looked at examples from Marcel Duchamp, Man Ray and others. But writers too have found inspiration in the 64 square battlefield. Perhaps none moreso than Charles Lutwidge Dodgson aka Lewis Carroll aka the writer of Alice’s Adventures in Wonderland and Through the Looking-Glass and What Alice Found There .

Whereas in the first story, Alice encountered a kingdom of playing cards after falling down the rabbit hole, in the sequel, she stepped through a mirror to find an entirely new wonderland populated by anthropomorphic red and white chessmen. It makes sense that the two dominant symbols of the story are the mirror and the chess board—after all, the pieces on a board at the start of play are a reflection of one another. But chess wasn’t just a recurring motif or symbol in Carroll’s story, it was, in fact, the basis for the novel’s structure. The story was designed around a game of chess. This is made explicit from the very beginning of the book, when the reader is confronted with a chess problem and the following note: “White Pawn (Alice) to play, and win in eleven moves.” You haven’t read Through the Looking-Glass and What Alice Found There until you’ve read it in the original chess.

This opening salvo perplexed readers more than the frumious language of “Jabberwocky.” Although the problem is a sort of funhouse mirror distortion of the novel (or vice versa), with eleven moves roughly corresponding to the book’s twelve chapters, Carroll’s notation displays a flagrant disregard for the basic rules of chess. At best, it was viewed as a careless game, even with the explanatory Dramatis Personae included with early versions of the text that equated every character with a corresponding piece. In response to concerns and criticisms, Carroll included a preface to the 1896 edition of Through the Looking Glass, addressing the opening chess problem: As the chess-problem…has puzzled some of my readers, it may be well to explain that it is correctly worked out, so far as the moves are concerned.

The alternation of Red and White is perhaps not so strictly observed as it might be, and the “castling” of the three Queens is merely a way of saying that they entered the palace; but the “check” of the White King at move 6, the capture of the Red Knight at move 7, and the final “checkmate” of the Red King, will be found, by anyone who will take the trouble to set the pieces and play the moves as directed, to be strictly in accordance to the laws of the game. So while Carroll admits taking some liberties with the game, the logic is, in his view at least, sound. Furthermore, although many of the moves listed in the introductory problem make no sense if taken on their own, when they are considered in the context of the story, a strange logic emerges, a logic based not on the rules of chess, but on Carroll’s narrative. For example, as Martin Gardner points out in an analysis of Carroll’s game in The Annotated Alice , “At two points the White Queen passes up a chance to checkmate and on another occasion she flees from the Red Knight when she could shave captured him.

Both oversights, however, are in keeping with her absent-mindedness.” By Gardner’s theory then, the mistakes are designed into the story. The White Queen, who famously believed in “six impossible things before breakfast,” also experiences time in reverse, which, from the perspective of a game piece, would surely result in unpredictable movement and a curious perception of the board. “Here are the Red King and the Red Queen,” Alice said (in a whisper, for fear of frightening them), “and there are the White King and the White Queen sitting on the edge of the shovel—and here are two Castles walking arm in arm….” (original illustration by John Tenniel) Another example of narrative’s influence on the opening problem can be seen when the Red Queen puts the White King in check at move 8, but the condition is neither included in the game’s notation nor addressed in the story. However, this too can be explained by considering the rules of both. According to the rules of chess, when a player is put in check, it must be announced. Otherwise, the check can be ignored.

Gardner cites an article by artist Ivor Davies, who rationalizes the antagonistic Red Queen’s behavior with evidence from the story itself, noting that the silence was “entirely logical because, at the moment of her arrival at King one, she said to Alice. ‘Speak when you’re spoken to!’ Since no one had spoken to her she would have been breaking her own rule had she said ‘check.’” There are myriad other connections between Carroll’s story and his introductory chess problem, and perhaps even more interpretations and analyses of said chess problem. But in all the scholarship surrounding Through the Looking Glass and What Alice Found There, it’s clear that the story cannot be isolated as a either chess treatise or a children’s story. It’s both. The novel’s structure is determined according to a prescribed series of chess moves; the actions and behaviors of its characters are largely dictated by the limitations and characteristics of their corresponding pieces. But this interdependence means that the pieces are themselves influenced by character traits established in the story. The narrative abides by the logic of the game and the game abides by the logic of the narrative. Lewis Carrroll’s story is quite literally a game-changer. Like this article?

SparkNotes: Through the Looking-Glass: Chapter 1: Looking-Glass House Through the Looking-Glass Chapter 1: Looking-Glass House, page 2 page 1 of 2 Summary Alice rests at home in an armchair, talking drowsily to herself as her black kitten, Kitty, plays with a ball of string at her feet. Alice lovingly scolds the kitten for unraveling the ball of string that she had been winding up. She goes on to scold Kitty’s mother, Dinah, who is busy bathing the white kitten Snowdrop. Alice begins an imaginative conversation with Kitty, pretending that her pet talks back, and asks her to pretend that she is the Red Queen in a chess game. Alice attempts to arrange Kitty’s forelegs to better resemble the chess piece. When Kitty does not comply, Alice holds her up to the mirror above the mantle and threatens to put Kitty into the world on the other side of the mirror, which she calls “Looking-Glass House.” Alice thinks about what Looking-Glass House must be like, wondering aloud to Kitty if there might be a way to break through to the other side of the mirror. All of a sudden, Alice finds herself on the mantle, staring into the mirror.

She magically steps through the mirror into Looking-Glass House. On the other side of the mirror, Alice looks around and finds that the room she is standing in resembles the mirror image of the room in her own house. However, several parts of the room look quite different. The pictures on the wall near the mirror seem to be alive, and the mantle clock has the face of a grinning little man. Alice notices a group of chessmen inside the fireplace among the cinders, walking in line two-by-two. Alice examines them closely and determines that she is invisible to them. She hears a squeak behind her. Alice wheels around to find a White Pawn on the table. Out of the fireplace charges the White Queen, who knocks over the White King in her haste, rushing to grab her child. Alice helpfully lifts the White Queen onto the table, and the White Queen gasps in surprise as Alice grabs the Queen’s child Lily. The White King follows, but he quickly grows impatient. Alice lifts him up, dusts him off, and places him down next to the White Queen. The White King lies on his back, stunned in surprise, which causes Alice to realize that she is invisible to the chessmen.

Once the White King recovers, he pulls out a pencil and begins jotting his experience down, but Alice snatches the pencil from him and writes something down in his book. The White King comments that he must get a new book, since strange words seem to appear on the pages of his current one. Alice picks up one of the books from the table and discovers that the text is backward. She holds the book up to the mirror to read it properly and reads the poem on the page. The poem, entitled “Jabberwocky,” describes a knight’s travels to vanquish a hideous monster known as the Jabberwock. Perplexed by the poem, Alice sets the book down and decides to explore the rest of the house. As she leaves the room and begins heading down the stairs, she finds herself floating until she finally catches hold of the door-post to the door that leads outside of Looking-Glass House. Analysis In his stories, Carroll blurs the boundaries between being awake and being asleep so that it becomes difficult to tell where reality ends and dreaming begins. At the beginning of the chapter, Alice enjoys a drowsy winter nap near the fire.

She leaves her chair only to snatch up Kitty and place her on her knee. Alice dozes off in this position, and her step through the mirror happens in her dream. Since she is only half asleep, Alice’s experiences combine elements from the waking world and her dreams. The dream motif of Through the Looking-Glass differs from the one found in Alice’s Adventures in Wonderland, for here Alice exercises some control over what she encounters in her fantasy world. Alice’s repeated pleas to Kitty to play pretend emphasize her desire to exert some control over her imagination. Alice discovers that the room on the other side of the mirror is nearly identical to her old room, showing the motif of inversion that reappears throughout the text. The alternate dimension is not just a mirror image, but a comprehensive inversion of reality. In Looking-Glass House, Alice no longer needs a fire, since the winter of the real world becomes summer in the imagined world, where the gardens are in bloom and the trees are filled with leaves. Even the inanimate objects in Alice’s old room, such as the pictures and the mantle clock, spring to life. Alice appears invisible to the chess pieces, which is one aspect of the inversion that occurs in Looking-Glass House.

In Alice’s world, she is alive while the chess pieces are inanimate, but Looking-Glass World belongs to the chess pieces, where they have a working order to their lives. Like the chessboard, their lives are highly symmetrical and controlled. 1 SparkNotes: Through the Looking-Glass: Plot Overview Through the Looking-Glass Context Character List Alice sits in her armchair at home, drowsily watching her pet kitten, Kitty, as she unravels a ball of string. She snatches Kitty up and begins telling her about “Looking-Glass House,” an imaginary world on the other side of the mirror where everything is backward. Alice suddenly finds herself on the mantelpiece and steps through the mirror into Looking-Glass House. On the other side of the mirror, Alice discovers a room similar to her own but with several strange differences. The chessmen stand in the fireplace in pairs, oblivious to Alice’s presence. She comes to the aid of the White Queen’s daughter, Lily, but realizes that the chess pieces cannot see her.

Alice becomes distracted by a book on the shelf, in which she reads a nonsensical poem entitled “Jabberwocky.” Frustrated by the strange poem, she sets off to explore the rest of the house. Alice leaves the house and spots a beautiful garden in the distance, but every time she tries to follow the path to the garden she finds herself back at the door to the house. Confused, she wonders aloud how to get to the garden, and to her surprise a Tiger-lily responds. Other flowers join in the conversation, and several of them start to insult Alice. Alice learns from the flowers that the Red Queen is nearby, and Alice sets off to meet her. Alice meets the Red Queen, and the two engage in conversation, but the Red Queen constantly corrects Alice’s etiquette. Alice looks out over a field, sees a great game of chess in progress, and tells the Red Queen that she would like to join. The Red Queen tells Alice she can stand in as a White Pawn and marks a course for Alice, explaining that when she reaches the end of the game, Alice will become a Queen. Alice inexplicably finds herself on a train with a Goat, a Beetle, and a man dressed in white paper.

They each nag Alice until the train eventually lurches to a halt. Alice finds herself in a forest, conversing with a chicken sized Gnat, who tells her about the different insects of Looking-Glass World. After learning the names of the insects, Alice sets off again and discovers that she has forgotten the names of things, even her own name. She comes across a Fawn, who has also forgotten the names of things, and the two press on through the forest. When Alice and the Fawn emerge from the forest, their memories of names come back, and the Fawn runs away in fear of Alice. Alice soldiers on alone until she meets Tweedledum and Tweedledee, an identical pair of heavyset men. The twins ignore Alice’s repeated requests for directions and recite a poem instead. Tweedledum and Tweedledee notice the Red King sleeping nearby and explain to Alice that she exists only as a figment of the Red King’s dream. Upset at first, Alice decides that the two of them speak nonsense. A fight spontaneously erupts between Tweedledum and Tweedledee over a broken rattle.

A giant crow swoops down and interrupts the fight, sending Tweedledum and Tweedledee running. Alice slips away and encounters the White Queen, who explains that time moves backward in Looking-Glass World. As they speak, the White Queen plasters her finger, then screams in pain, and finally pricks her finger on a brooch. After explaining to Alice that she used to practice the impossible daily, she transforms into a sheep in a shop. The Sheep asks a disoriented Alice what she would like to buy. Though the shop is full of curious things, Alice finds that she cannot fix her eye on any one thing. The Sheep asks Alice if she knows how to row. Before she knows it, Alice finds herself in a boat with the Sheep, rowing down a stream. The boat crashes into something and sends Alice tumbling to the ground. When she stands she finds herself back in the shop. She purchases an egg from the Sheep, who places the egg on a shelf. Alice reaches for the egg and finds herself back in the forest, where the egg has transformed into Humpty Dumpty.

Humpty Dumpty sits on a wall and criticizes Alice for having a name that doesn’t mean anything, explaining that all names should mean something. Humpty Dumpty treats Alice rudely, boasting that he can change the meanings of words at will. When Alice learns this, she asks Humpty Dumpty to explain the words of the nonsense poem “Jabberwocky” to her. He defines the words of the first stanza and then recites a portion of his own poem. He abruptly bids her goodbye, and Alice storms off, annoyed. All of a sudden, a loud crash shakes the forest and she watches soldiers and horsemen run by. Alice comes across the White King, who explains to her that he has sent all of his horses and men, presumably to put the shattered Humpty Dumpty back together again. The King’s messenger Haigha approaches and informs them that the Lion and the Unicorn are doing battle in the town. Alice sets off with her new companions toward the town to watch the battle. They catch up with another of the King’s messengers, Hatta, who explains the events of the fight thus far. The Lion and Unicorn stop battling and the White King calls for refreshments to be served.

The White King tells Alice to cut the cake, but she finds that every time she slices the cake the pieces fuse back together. The Unicorn instructs Alice that Looking-glass cakes must be passed around first before they are sliced. Alice distributes the cake, but before they begin eating, a great noise interrupts, and when Alice looks up, she finds herself alone again. The Red Knight gallops up to Alice and takes her as a prisoner. The White Knight arrives at Alice’s side and vanquishes the Red Knight. Alice and the White Knight walk and talk together, and Alice finds a friend in the eccentric chessman. He promises to bring her safely to the last square where she will become a queen. As they walk, he tells her about all of his inventions before sending her off with a song. She crosses the final brook and finds herself sitting on the bank with a crown on her head. Alice finds herself in the company of the Red Queen and the White Queen, who question her relentlessly before falling asleep in her lap. The sound of their snoring resembles music. The sound is so distracting that Alice doesn’t notice when the two queens disappear.

Alice discovers a castle with a huge door marked “QUEEN ALICE.” Alice goes through the door and finds a huge banquet in her honor. She sits and begins eating, but the party quickly devolves into total chaos. Overwhelmed, Alice pulls away the tablecloth and grabs the Red Queen. Alice wakes up from her dream to find herself holding Kitty. She wonders aloud whether or not her adventures where her own dream or the dream of the Red King. The White Queen | Alice in Wonderland Wiki | Fandom powered by Wikia Edit The White Queen, along with her husband the White King , is one of the first characters to be seen in the story. She first appears in the drawing room just beyond the titular looking-glass as an animate chess piece unable to see or hear Alice . The Queen is looking for her daughter Lily ; Alice helps this by lifting the White Queen and the White King onto the table, leading them to believe they were thrown up by an invisible volcano. The White Queen's Castle, Marmoreal When Alice meets the Red Queen and joins the chess game, she takes the place of a white pawn (Lily) who is still too young to play. She does not meet the White Queen as a human-sized character until the fifth square.

The White Queen , curiously, lives backwards in time to a degree, due to the fact she lives through the eponymous looking glass. She screams in pain until, rather then because, she pricks her thumb through her brooch, and she tells Alice of the King's messenger who has been imprisoned for a crime he will later be tried for and perhaps (but not definitely) commit in the end. The White Queen also claims to be over a hundred and one years old. When Alice finds this is hard to believe, the Queen responds that in her youth she could believe "six impossible things before breakfast" and counsels her to practice the same skill. The meeting ends oddly, with the Queen seeming to turn into a bespectacled sheepwhositsat a counter as Alice passes into the next square on the board. Later in Chapter Nine, the White Queen appears with the Red Queen, posing a series of typical/Wonderland/Looking-Glass questions ("Divide a loaf by a knife: what's the answer to that?"), and then celebrating Alice's promotion from pawn to queen. When that celebration goes awry, the White Queen seems to flee from the scene by disappearing into a tureen of soup.

Alice proceeds to 'capture' the Red Queen and checkmate the Red King , ending the game. Other Appearances Alice | Alice in Wonderland Wiki | Fandom powered by Wikia Mia Wasikowska Mairi Ella Challen (Alice child) Alice Liddel (Known as Alice Kingsleigh in the 2010 film) is the main character from the original books Alice's Adventures in Wonderland and it's satisfying sequel, Through the Looking-Glass, and What Alice Found There by Lewis Carroll . She is also prominent in most expansions of the "Wonderland" myths. Alice Kingsleigh She was first portrayed in Walt Disney's 1951 animated feature by the voice talent of Katheryne Beaumont. Then portrayed as the animated Alice's real life counterpart by actress Mia Wasikowska as a more mature, grown up Alice in Disney's 2010 semi-sequel, live action/CGI film Alice and Wonderland Directed by Tim Burton. In the Broadway musical version, she will be played by Taylor Louderman.

Contents Edit One warm summer day, on a golden afternoon, on exactly May the 4th, Alice and her bookworm big sister went to relax and read next to a large tree under the cool shade on the flowery meadows by the river banks of London. The hot sun made Alice feel rather lazy and stupid. Even too sleepy to collect flowers to make a daisy chain to wear as a crown, and ever so bored by her sister's book because it had no pictures within it, Alice soon slipped into a midsummer day dream. Suddenly out of no where, she noticed a White Rabbit with large pink eyes who was dressed up in a fancy coat while carrying a pocket watch. To Alice, the rabbit seemed to be late for something significant as he rushed right by her in a panic. Filled with a great curiosity that she could not ignore, Alice quickly followed him to see where he was off to in such a hurry. When the Rabbit came to another tree nearby, he went down his dark rabbit-hole. Alice who was running after him followed the rabbit venturing inside of it as well. In the process, Alice accidentally lost her footing in the darkness, fell and tumbled down a long way into a tunnel-hole that went straight down into the ground below.

Further and further she went, passing a numerous variety of random objects such as clocks and maps, furniture and books, even globes of the earth and containers of orange marmalade. Everything simply floated in it's place, stuck and levitating within the air. After thinking to herself for a rather long time and wondering if she would fall so deep that she'd reach the other side of the earth, Alice began to doze off. She was quickly awakened when she reached the bottom of this tunnel at last and continued her search for the late white rabbit. While looking for the rabbit Alice found herself in a endlessly long and dim hallway.The hallway had many doors. After looking in the hallway she discovered a curtain drapery and behind it was a little door. Alice opened the tiny door to see the loveliest garden on the other side. The garden was filled with gorgeous flowers, just in bloom, marble water fountains and even garden mazes. Alice tried to squeeze through but it was much too small to get through. Alice then began to also search for a way into the garden. As the adventures got "curiouser and curiouser", Alice found herself in a bizarre realm, one of which that went against any type of civilized logic.

She found a three legged glass table that had a bottle marked "Drink Me." After conforming it is not poison, she drinks it and grows smaller. Delighted that she can now fit through the door, she is saddened to realize she left the key on the table. After failed attempts to retrieve it, she finds a cake marked "Eat Me." After eating the whole thing, Alice is distraught as she grows to the size of a house. Alice in the Hallway of Tears. Throughout the story, Alice encounters many curious things, such as finding a gray talking rat while swimming in a pool of her own tears. Or the talking flowers, or crying infants who turned into pigs. She eventually met a narcissistic blue caterpillar who smoked hooka all day long while he sat upon a mushroom waiting to turn into a butterfly. Alice also encountered a talking Cheshire Cat and even a very silly mad hatter who was forever stuck in his own world of a never-ending limbo of tea time. "Tea Time...NO ROOM!" Alice finally made her way into the Queen's rose garden at last. But there she encountered her royal Majesty of Wonderland the Queen of Hearts.

She was a mean and controlling Queen with a cutthroat, sociopathic personality who dominated even the King who seemed terrified of her, as well as the rest of her royal subjects who resided within her red court. The Queen also forced her subjects to play unfair games of croquet with pink flamingos as mallets. The Queen cheated at these games to win every time, and everybody else let her, for when the Queen became angry or didn't get her way she would lose her temper at anyone over the slightest mistake. Such as someone eating her tarts. and she'd fiercely scream out loud: "OFF WITH THEIR HEAD!" And the unfortunate person, would be taken away to their fate of being beheaded. After Alice made the mistake of upsetting the red Queen, the poor girl ended up in a court of law with a jury full of funny talking animals. There, the people of Wonderland began to gang up on her and wanted to take her head. But Alice was not about to let herself be decapitated over such ridiculous rules. "OFF WITH HER HEAD!!! " She suddenly began to grow larger, and larger until her head hit the top of the ceiling.

She was an enormous giant, overpowering the entire court and evoking death threats from the King and Queen. Ultimately, Alice lost her temper finally and screamed back at everyone around her below that they were all nothing but a silly pack of cards. This angered the court and they all turned on Alice under the red Queen's orders. Just as everyone was closing in on Alice and the pack of cards cornered her to seal her doom, she luckily woke up and found herself next to her older sister on the bank once again, assuming that it all was nothing more than a mere dream that she had dreamt on that warm summer day on that golden afternoon. Alice's Adventures Through the Looking Glass & What She Found There Edit Our tale deals with a slightly older Alice, and happens indoors on a snowy, winter night exactly six months after her adventures in Wonderland, on November 4th. One random evening, Alice is bored as usual and is left all alone in a room inside her mansion home with no one for company but the soothing crackling of the fireplace. Sitting in a big grown up chair next to a window, Alice watched the snowflakes fall from the sky outside.

Alice wishes to herself that she were old enough to join everyone else at the bonfire that is being held. Unable to go, Alice sulks about in a lethargic state. But her pet cat, Dinah on the other hand is now a mother cat of a litter consisting one black and one white baby kitten. Alice talks to Dinah's Kitten. Looking at her own reflection in a large looking glass hung up upon the wall above a high mantel, Alice began wondering what life was like on the other side of this mirror. When she tried to enter the mirror, she found she could step right into it and enter the alternative world on the other side where everything was the opposite of what she was used to, even time in this realm ran backwards. Here, she quickly finds a book with looking-glass poetry, a story titled Jabberwocky , whose reversed printing on the pages can be read only by holding it up to the mirror. Alice also observes that the chess pieces in the room have come to life, though they remain small enough for her to pick up. Suddenly she finds herself shrunken down several sizes. Then Alice meets the Red Queen.

The Red Queen shows her a view of the countryside, which is divided into an enormous chessboard. Alice asks to be allowed to play in the giant living game of chess, and the Red Queen assigns her the role of White Pawn. Alice is to start in the Second Square, cross six brooks the divisions between squares, and end up in the Eighth Square, where she will become a Queen. The world of the Looking Glass Alice met many new characters and beings. On her adventure she met the garden of live flowers, Tweedle Dee and Tweedle Dum , the White Knight and even figures from Mother Goose's nursery rhymes like Humpty Dumpty . All while on her quest to reach the end of the Wonderland chessboard and become an official Queen. Queen Alice! In the end, Alice finds herself growing back to her normal size again. She then picks up the Red Queen and shakes her like a salt shaker until the piece turns into a kitten. When this happens Alice suddenly awakens to find herself back in the original room of the looking glass.

The story ends with Alice recalling the speculation of events and that everything may have, in fact, been a dream, yet Alice might herself be no more than a someone's dream or figment of someone else's imagination. One final poem is inserted by the author, Lewis Carroll as a sort of epilogue ending which suggests that life itself is but a dream. The End The Alice behind the Alice Many fans of L. Frank Baum's Oz stories and fans of Wonderland and the world through the Looking Glass have used the two elements and characters to parallel each other in entertaining stories. A modern-day Alice finds herself in the Land of Oz, Oh No! Alice's character has been given life within the Oz stories in spin off takes combining the Wonderland creatures and the characters from the land of Oz. Alice has teamed up with Dorothy Gale in comic strips and books. These comics are aimed for more mature comic readers but are enjoyable nonetheless and are collectible items. Alice and Dina have tea and converse with Dorothy and Toto. It is rumored that the protagonist child character Dorothy Gale from The Wonderful Wizard of Oz, published in 1900 and written by children's author L. Frank Baum, was inspired and loosely based upon a few of the personality traits of Alice.

Dorothy Gale is the American version of what Alice is for England. Alice in Wonderland-The Circra (1900's) Silent Film Edit Walt Disney brings Lewis Carroll's fantasy story to life in this well done animated classic. Even though many elements from the book were dropped, such as the duchess with the baby pig and mock turtle, this version is without a doubt the most famous Alice adaption made. Alice is the protagonist of Disney's animated film Alice in Wonderland , voiced by Kathryn Beaumont . Alice was drawn looking a bit older than her story book counterpart who was intended to be six in a half. Here Alice is 10 years old, but still keeping the wonder and childlike quality of a young innocent but well mannered and very beautiful girl. Alice In addition to her beauty, she is portrayed as being very pedantic, cute, generous, attractive, shy, sweet, elegant and gentle, although once she falls into Wonderland she finds it harder and harder to maintain her composure. She is also kind and cheerful.

She is shown to be determined, but her determination is often overpowered by her temper, seeing as she does not give up on finding the White Rabbit until she gets frustrated, and is easily put off by rudeness. She and her sister have two different appearances of the film. Edit Pre-bond girl, Fiona Fullerton played Alice in this enjoyable, low budget musical version of the classic tale. Fiona was fourteen when she was cast to play the lead role of the six year old Alice. Alice's Adventures in Wonderland 1966 Avant-garde version Edit The true story that started it all... This gorgeous yet underrated 80's movie Dreamchild is loosely based upon the man who created the story of Wonderland, Lewis Carroll. Fact and fantasy come together when Lewis Carroll (an awkward mathematics teacher of Oxford London, who was young at heart) develops intimate feelings and falls deeply in love with an aristocratic yet headstrong adolescent girl from a high society family named Alice. Who also just happened to be the inspiration behind the original writing of the Wonderland book.

Taking place in circa Victorian era, the characters of Wonderland are brought to life by Jim Henson's state of the art puppetry for it's time, in this haunting, and at times mildly disturbing tale that takes it's viewer into a nostalgic and magical world that no longer exist. Mad Hatter and March Hair and the Door-mouse await... A mysterious and interesting plot line of an intriguing dream like quality that shows the tender, complex and eventually controversial relationship between Alice and Lewis himself. A true story about youth, imagination and unrequited love. That will haunt you long after watching. Hello Kitty & friends in Wonderland 1980's Edit In the well received made for TV 1999 adaptation, which won 4 Emmys, Alice is played by Tina Majorino. The movie combines portions of Alice in Wonderland and Through the Looking Glass, & features such talents as Whoopi Goldberg (the Cheshire Cat) & Martin Short (the Mad Hatter). These characters are first seen at the beginning of the movie as guests at a party Alice is attending before being re-invented as characters in Wonderland. Other elements of the film also suggest that Alice is dreaming/creating the world with her subconscious.

This version of Alice is the most faithful adaption of the books and keeps Alice's dress yellow as it was in the very first colored illustration of the character. Edit In the 2000 PC game American McGee's Alice, Alice is portrayed as a tortured soul. A beautiful young woman with straight, dark brunette hair and emerald green eyes. She has a pale completion and has a Gothic and melancholy personality, due to the traumatizing experiences of her past that haunt her which she has been forced to cope with under tragic circumstances. This version of Alice is voiced by Susie Brann. Her dress in saga is a navy blue dress, representing a sailor's outfit with a pure white apron, which pockets have astronomical signs. She wears black and white striped socks and knee high black combat boots with silver buckles. Even though it varies from her promotional image to in-game. Set after the two books, the game's plot tells that Alice was orphaned at 8 years of age when her parents and older sister were burned alive in an accidental fire caused by Dinah (In Madness Returns is supposed to be different). Afterward, she falls into a catatonic state, and is condemned to Rutledge's Asylum for treatment.

She remains there for 10 years, faced with her own survivor's guilt and the mistreatment of patients in the mental hospitals of the time. After many years, the White Rabbit arrives in her cell and tells her she must return to Wonderland and save the creatures there from the tyrannical Queen of Hearts . By doing so, she not only saves Wonderland, but her own sanity. In Alice: Madness Returns, the second game following American McGee's Alice, Alice Liddell, comes back. Set after a year from being released from Rutledge (after defeating the Queen Of Hearts), Alice is left still an orphan, now working for her Psychiatrist, Dr. Angus Bumby. After seeing visions and hallucinations of Wonderland being destroyed once again, Alice must set on an adventure to destroy this new villain and find the truth about her family's fire to free her Wonderland's peace again. Alice's Adventures in Wonderland and Through the Looking-Glass Summary Alice's Adventures in Wonderland and Through the Looking-Glass Summary How It All Goes Down Alice's Adventures in Wonderland Alice is sitting on a riverbank with her sister feeling bored when a White Rabbit runs by, checking its pocket-watch and announcing that it's late.

Alice leaps up, follows it down an enormous rabbit hole, and embarks on a series of wild and wacky adventures in a world known as Wonderland. At first Alice is trapped in a hall of locked doors, unable to go through the only door to which she has a key because it's tiny and she's too big. She decides to make it her goal to find a way to get into the beautiful garden that she sees through the tiny door. Unfortunately, before that can happen, she undergoes a series of changes in size caused by eating and drinking mysterious substances she finds in the room. While she is a giant, she cries a pool of tears; then she shrinks again and almost drowns in it. After swimming out of the pool, she joins a group of animals that all fell into the water, and they embark on a strange exercise called a "Caucus-race" to dry themselves. Unfortunately, Alice alienates her new friends, most of whom are birds or other small animals, when she describes the exploits of her cat, Dinah. Left alone, Alice begins to cry, but then she sees the White Rabbit run by again.

The Rabbit mistakes her for his servant and sends her on an errand to his house, where she is tempted into drinking another mysterious cordial. (In this case, a "cordial" is a syrupy fruit drink, like a thick lemonade.) After drinking this cordial, Alice inflates to an enormous size and gets stuck in the house. The Rabbit and his friends try several methods of getting her out; eventually they settle on throwing a handful of pebbles in the window. These pebbles turn into cakes, and Alice eats a few and finds herself shrinking. She rushes out of the house, away from the angry mob waiting outside, and finds herself in a wood. In the wood she meets a Caterpillar smoking a hookah (an Indian water pipe). Although the Caterpillar is a bit vague and more than a bit rude, he teaches Alice to eat different pieces of the mushroom in order to control her changes in size. After a few mishaps, in which she shrinks until her head hits her foot and expands until her head soars above the treetops on a long neck, Alice gets the hang of using the mushroom. Armed with this new knowledge, Alice continues her journey through the wood.

In a clearing at the edge of the wood, Alice sees a house. Approaching it, she watches two footmen (who resemble a frog and a fish) exchange an invitation: apparently the Queen is inviting the Duchess to play croquet. Despite the rude and ridiculous behavior of the footmen, Alice eventually enters the house, where she discovers the Duchess, a baby, and a cook. The air is filled with pepper, the baby is howling, the cook is throwing pots and pans at everyone, and the house is generally filled with rage and fury. The house also contains a strangely grinning Cat that the Duchess says is a Cheshire-Cat. Alice rescues the baby from the house, only to discover that it has metamorphosed into a pig. Alone in the wood again, Alice sees the Cheshire-Cat materialize on a tree branch. The Cat tells her about the people that live in the area and also claims that everyone in Wonderland is mad (insane). After considering the different people described by the Cat, Alice decides to visit the March Hare. On arriving at the March Hare's house, Alice encounters a Mad Tea Party consisting of the Hare, the Mad Hatter, and a Dormouse.

She tries to join this party, but eventually tires of the rudeness of the Hare and Hatter, who argue about everything she says, and the drowsiness of the Dormouse, which keeps falling asleep in the middle of its own story. Returning to the wood, she finds a tree with a door that leads her back to the hall of doors. This time, by eating different bits of the mushroom, Alice is able to get the key to the tiny door, become the right size, and walk into the beautiful garden. No sooner does Alice arrive in the beautiful garden than a royal procession comes by, consisting of personified playing cards, with the hearts as the royalty, the clubs as soldiers, the spades as gardeners, and the diamonds as courtiers. The Queen of Hearts, despite being bloodthirsty and constantly ordering the executions of everyone around her ("Off with his head!"), invites Alice to join her in a game of croquet. This game is harder than usual, since all the game pieces are alive – hedgehogs for balls, flamingoes for mallets, and playing-card soldiers for hoops. The Queen of Hearts strides around the game ordering executions of players who irritate her.

Eventually the Cheshire-Cat appears, causing a distraction and irritating the King. In order to get rid of the Cat, Alice recommends that they send for its owner, the Duchess. The Duchess is brought, but the Cat has disappeared. Alice and the Duchess take a brief stroll together, and the Duchess (in a much better mood without all the pepper around) tells Alice the morals of things they discuss. The Queen then dismisses the Duchess and takes Alice back to the game, but soon after she has ordered everyone executed except Alice and the King. At this point, the Queen asks Alice if she has met the Mock Turtle. When Alice says that she hasn't, the Queen sends her to meet him in the company of a Gryphon. The Gryphon and the Mock Turtle tell Alice about their school days in the sea and perform a rowdy dance, the Lobster Quadrille, for Alice's amusement. Their time together is interrupted by a shout that the trial is beginning. The Gryphon takes Alice back to the court and into a courtroom, where the King is acting as judge. Alice watches as the Knave of Hearts is tried for the theft of some tarts made by the Queen.

The trial, however, is ridiculous, since the animals in the jury are foolish and none of the witnesses know anything about the crime. Finally Alice herself is called as a witness, but she has begun growing to her usual size again and towers over all the others. They attack her, but she brushes them away, since they're nothing but a pack of cards. Alice wakes up to find that her sister is brushing away dead leaves from her face as she sleeps on the riverbank. She tells her sister about her adventures and runs home. Her sister remains under the tree, daydreaming about the strange people Alice met and the odd things she did while in Wonderland. Through the Looking-Glass Alice is sitting indoors winding a ball of yarn and playing with her kittens and cat. Alice asks a kitten if it can play chess. She thinks maybe it can, because it seems to look very intently at the pieces when Alice is playing. She pretends that the kitten is the Red Queen, since it looks a little bit like that piece. Alice imagines that the mirror over the fireplace is growing soft like gauze, then discovers that it really is.

She climbs up onto the mantelpiece and drops down into the room on the other side, finding herself in Looking-Glass World, where everything is the opposite of what she's used to. She explores the mirror image of her own living room, finding living chess pieces and reading a strange nonsense poem called " Jabberwocky ." She goes out of the house and explores the garden, where the flowers can talk. At first she has trouble because she has to walk the opposite of the direction she wants to go in order to get anywhere, but she soon figures it out. Then Alice meets the Red Queen. The Red Queen shows her a view of the countryside, which is divided into an enormous chessboard. Alice asks to be allowed to play in the giant living game of chess, and the Red Queen assigns her the role of White Pawn. Alice is to start in the Second Square, cross six brooks (the divisions between squares), and end up in the Eighth Square, where she will become a Queen. Alice's adventure continues with a train trip through the Third Square. She moves quickly through this square because pawns are allowed to move two squares the first time they move.

After the train trip Alice lands in the Fourth Square, where a Gnat tells her about the strange insects in Looking-Glass World. Alice then meets the brothers Tweedledum and Tweedledee, nursery rhyme characters, who recite poetry to her and have a fight about a broken rattle. They are driven apart by a giant crow. While hiding from the crow, Alice meets the White Queen, who is chasing a shawl that was blown away by the wind. Alice tries to help the Queen tidy herself. As they are walking, they cross another brook. The Queen turns into a sheep, the wood turns into a shop, and Alice finds herself in the Fifth Square. Alice browses around in the shop run by the sheep and is startled when it turns into a boat on a river. Alice rows the boat along, pauses to pick rushes, and at one point is thrown down when her oar gets stuck. Then the boat disappears and they are back in the shop, where Alice buys an egg. As she walks toward the egg, it grows larger and larger. She crosses another brook and enters the Sixth Square, where the egg turns into Humpty Dumpty.

Humpty Dumpty is fond of puns and wordplay, recites even more poetry to Alice, and impresses her with his pompous self-importance. He refuses to believe that he might fall off the wall and break. Of course, after she leaves him, this is exactly what happens. Alice is caught up in the stampede of all the King's horses and men who will try to put Humpty Dumpty back together. Then she meets the White King and the Lion and Unicorn, who are fighting for the King's crown. They take a break from the fight for snacks, and Alice shares white and brown bread and plum-cake with them. When the drummers start drumming them out of town, Alice is so startled that she leaps over another brook into the Seventh Square. In the Seventh Square, Alice is briefly threatened by a Red Knight, but rescued by a White Knight. The White Knight, despite his clumsiness and daydreaming, guides her through the square, telling her about his strange inventions and singing her a song on their way. He leaves her at the brink of the last brook. Alice leaps across and finds herself in the Eighth Square with a crown on her head – she has become a Queen at last!

Before she gets to celebrate, though, the White and Red Queens reappear and insist on quizzing her. Their examination doesn't make much sense, but Alice seems to pass anyway. She finds herself at a banquet in her honor, but she's not allowed to eat anything because she keeps getting introduced to the food. Things start to get really weird as the guests and food switch places. Alice picks up the Red Queen and decides to shake her into a kitten. As the Red Queen transforms into Alice's pet, Kitty, Alice finds herself back in her own house, waking up from a dream. But she's not sure whose dream it was – did she dream up the game, or did the Red King dream about her?

Question: Which chess piece does Alice start off as in 'Through the Looking Glass'?
Answer: WHITE PAWN